On the occasion of The Trinary Perfection rework, a religion tab has been added to the loadout. All clothes related to this religion are available in this new tab.
In the future, it can also be used for other religions.
-changes how the tajara species handles citizenship in game: you now have to pick one of the three factions, this also enables consular officers for them
-adds a new var to the species: default_citizenship, which citizenship should be the default one for that species, so you can have species that can't get biesel citizenship as their main one
-adds a bunch of loadout options to the tajaran section
-restricts tajara from being necropolis contractors
Adds new sprites for sterile mask and breath masks.
Adds new colorable cloth mask for civillians and dust mask mostly for industrial jobs.
Masks have been move to their own tab in loadout - namely because they have an entire seperate file for them, but apparently haven't been coded in their own tab. Also, they should equip properly on spawn now.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.
-fixes #6232
-fixes a couple of problems with the new vaurca loadout items
-fixes intoxication message spamming people
-fixes #6265
-fixes #6261
-fixes the legion rig having no back sprite
-fixes #6314
-fixes #6297
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
Implements new gas mask sprites by DronzTheWolf.
Adds old ancient gas mask sprites.
Reworks how some of the gas masks works. The brand new gas mask sprites have the same protection as regular gas masks, except they don't hide your identity.
Ancient Gas Mask sprites have the same protection as regular gas masks, except they don't filter phoron.
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
-ports riot helmet sprite and toggle visor verb from polaris at people's request
-port the balaclava verb that allows you to roll it up and down from bay
-fixes #3176 and adds the paramedic rig sprites for the tajaran suit
changes:
Converted all clothing types to Initialize.
Added some missing destroys to some custom items.
Char setup now forcibly initializes the mannequin's contents if SSatoms has not finished yet.
/obj/item/clothing/under no longer does in icon_states() in New().
-add reflection and parry to the wizard rune sword
-tweaks and add more things to the custom loadout
-remove the linebin and thermals from cargo
-add exosuit paint kits and some other things to cargo spawn
-re-add the non slip flag to skrells
- Fixes#1890
-adds more hats
-beastmen botanists now get some snowflake gloves
-unathi are now poisoned by alcohol, at jackboot's request
-fix smacking people against toilets having no delay
-fix some visible message issues and wrong date in the sink and shower
-removed being able to select bst gear using chameleon clothing
-fix some grammer
-fix vaurca voidsuits having an outdated species
-changed some things on the tweak path loadout to avoid runtimes
-fixed some species being affected by virus when they should be immune to them
-fixed being able to miss when firing point blank
-tweaks a bit more the corporate safe contents
-moves some clothing objects to the proper place and fixes some names
-added new sprites for rubber and rifles casings
-made bullets path less dumb
-added some new gun sprites, like the large crossbow and zipguns
-added a new tatical sprite mask, with support for unathi, tajaran and vox
-added back sprites for some items like bats and scythes
-fixed being able to saw off sawn-off shotguns forever and ever
-fixed a typo on the custom loadout
-nerfed the brain damage of the mind flayer, since brain damage is lethal now
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
Code that used to check this flag now checks body_parts_covered for FACE
instead. Added a FLEXIBLEMATERIAL item flag to continue to allow vox to
eat food without poisoning themselves.